In our new campaign, we have some new races (or subraces).
One player wanted to play a Drow Cleric of the god of Secrets and Power. So, we decided on a Drow racial move for the Cleric:
Drow Cleric – The clergy of your race demands obedience in its subject. Cause Fear is a rote for you.
We also had a Lizardman Fighter. In this setting, lizardmen are kind of big and burly, with long tails. We made the following racial moves:
Lizardman Fighter – Your race is tall and heavy, and you leverage this when you fight. Your melee attacks are forceful.
Lizardman Druid – Your race hail from the Stinking Mire. In addition to your other attunements, it is always considered your land.
Lizardman Thief – Your long tail is prehensile, and you are as deft with it as you are with your hands.
We need to make a “tail spike” traditional weapon for Lizardmen…
Well it is a signature weapon with close range.
Then maybe choose +2 piercing and +1 damage?
The look is sinister or blood stained.
lol, dual shields and that? 😀
alternatively you have your signature weapon and pick the other thing up as an extra weapon. Probarbly just hand, forceful.
Well, if it was a traditional weapon for lizardmen, it wouldn’t make sense to force it to be a signature weapon
but it is THE FIRST ONE!
>_<
So does the prehensile tail give a mechanical bonus to picking pockets?
I imagine No, the tail just gives fictional positioning; like being able to talk to the mark and engage him in conversation at a polite distance with your hands in plain, law-abiding view, while still robbing him blind behind his back.